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Python module priorities

Posted: Wed Sep 09, 2015 3:33 am
by Falcon_D
Hello,

This is probably a very noob question, but how do you set your module priorities to 4/5, in a Python?
Last night I was playing around with module priorities and I could only get my cargo hatch up to 3. I would not let me go any higher (or lower depends on how you look at it I guess.) Currently, I have no power issues as even fully deployed I'm only using about 80+% power.

Actually I've pretty much only been able to set my module priorities to 5 on my Vulture (it was using way too much power, when hard points were deployed.)

Thanks and regards.

Re: Python module priorities

Posted: Wed Sep 09, 2015 4:06 am
by StaticRadion
You have to set them in order from 1-5. So if you don't have a 3 you cant have a 4. SO try to set everything to 1 then 2 and so on.

Re: Python module priorities

Posted: Wed Sep 09, 2015 4:10 am
by StaticRadion
On another note, why would you want to have that many layers of power distribution? I can see having some things set to 2 or even 3 so that they disable when you deploy weapons or when you accidentally turn on a shield cell bank without turning one off first, but what else are you doing?

Re: Python module priorities

Posted: Wed Sep 09, 2015 6:28 am
by Loriath
Also remember that changes in 1.4 are going to change the way you handle your priorities.

Seems that in 1.4 that if someone targets your power plant and takes it to 0% you will not blow up immediately. There is still a chance you can blow up, but more than likely your power plant will be reduced to 0% and it will drop its power output to (I think if I am right) 40%.

So when you set your priorities and the Level 1 priorities are MORE than 40% of the power, then your ship will shut down. I suggest you redo your power priorities so that your thrusters, life support and sensors and anything else you absolutely need to survive is set to Level 1 and MUST total 40% max.

What I have done on my ship is set Thrusters, Life Support, Sensors (if I can do it) is level 1 and less than 40%, then other items such as weapons on 2, 3 and 4. This way that if I do get beat up bad, I will at least have the option to limp away. I have done this even on ships that have no power issues in the first place. This will be much harder if your ship rides that 100% power level edge.

Re: Python module priorities

Posted: Wed Sep 09, 2015 7:34 am
by TorTorden
I have always used all 5 groups, take for instance a vulture where a scb just can't be powered in deployed mode, you can put your guns into group 3, so when you turn on the scb your guns will just power down, rather than having you wait for your hardpoints to retract, and the scb power up.

Re: Python module priorities

Posted: Wed Sep 09, 2015 8:18 am
by Falcon_D
Hello,
I used to use 3 groups from my Cobar and Asp. Used 2 for my courier. And used all 5 for my Vulture. Had to do that for my Vulture as SCBs and Sheild boosters just take up too much power.
My usual config is:
Thrusters, Sensors, Life Support, FSD (except Vulture, FSD was priority 4) set to priority 1
Guns, Shield booster (changing this for Python), Shields, SCB (going to change this) priority 2
Cargo Scoop priority 3

Trying to get this setup for my Python:
Thrusters, Life Support, FSD, Sensors -> priority 1
Guns, Shields -> priority 2
Shield booster, SCB -> priority 3
Cargo Scoop -> priority 4

So if I get shot up, my systems will fail gradually and I can escape. :)

Thanks for the advice.

Have fun. Fly Safe.

Re: Python module priorities

Posted: Wed Sep 09, 2015 10:21 am
by TorTorden
I know we are running a bit off topic already, but with 1.4.
When you PP gets destroyed, you should have already been running for a bit, so anything outside of thrusters, FSD, if you have the power you can throw PDS in there could be in group 1.

But since FSD is one of those things we really like to turn off to fit guns, I'm beginning to think it should be moved from low priority to primary, and only manualy powered on\off.

If the backup is 40% (I have heard 50%) then that means a vulture for instance no longer will be able to use both A rated thruster and A rated FSD, these two alone pulls 42.1% of the 4A PP you can just forget about life support or power distribution.

The vulture is a little extreme, but also good for theoretically playing around with this.

All in all, the most I would consider trying to do once a PP module is shot, is maybe try to high wake out to reboot and repair, or sacrifice a module slot to have a field maintance kit to fix it (if that works now)

Re: Python module priorities

Posted: Wed Sep 09, 2015 1:47 pm
by shizulte
StaticRadion wrote:On another note, why would you want to have that many layers of power distribution? I can see having some things set to 2 or even 3 so that they disable when you deploy weapons or when you accidentally turn on a shield cell bank without turning one off first, but what else are you doing?


I almost always have 5, Interdictor and Fuel Scoop on 5, FSD and SCB on 4, Shields and Boosters on 3, Weapons on 2, Thrusters, Sensors and the rest on 1. Don't forget that you want some things to fail first if you start to lose power plant. Also lets you keep things like SCB on when deployed (in certain loadouts).

Re: Python module priorities

Posted: Wed Sep 09, 2015 7:54 pm
by StaticRadion
Loriath wrote:What I have done on my ship is set Thrusters, Life Support, Sensors (if I can do it) is level 1 and less than 40%, then other items such as weapons on 2, 3 and 4. This way that if I do get beat up bad, I will at least have the option to limp away. I have done this even on ships that have no power issues in the first place. This will be much harder if your ship rides that 100% power level edge.


I will start buy saying I didn't know about the power plant changes in 1.4 probably because I have not seen of felt their effects.

I would have the systems you want turned off when weapons are deployed at the highest power level such as 5; weapons and related items like the KWS at 4; items in 2 and 3 are personal preference; and at power rating 1 you would basically just have thrusters, FSD, and shields. When the game was first released i always did something to this effect because I was again unaware of if your ship could lose power.

That being said it was not very long ago that npc's targeted powerplant and went for the kill often. With this change they will probably code a priority target for the npc's once again and I don't really see it being the powerplant, but instead something else like maybe the drives.

Re: Python module priorities

Posted: Thu Sep 10, 2015 6:25 am
by Loriath
StaticRadion wrote:I would have the systems you want turned off when weapons are deployed at the highest power level such as 5; weapons and related items like the KWS at 4; items in 2 and 3 are personal preference; and at power rating 1 you would basically just have thrusters, FSD, and shields. When the game was first released i always did something to this effect because I was again unaware of if your ship could lose power.

That being said it was not very long ago that npc's targeted powerplant and went for the kill often. With this change they will probably code a priority target for the npc's once again and I don't really see it being the powerplant, but instead something else like maybe the drives.


I have not experienced it myself either. That being said, the reports I am seeing are stating that if your powerplant goes to 0% then the power limit is 40%. So you will be forced to not only target the powerplant on larger ships but you will have to whittle the ship down to Zero Hull to kill it. So Power plant, thrusters, sensors, or whatever the case me be depending on the ship. An Anaconda with turrets? Kill Sensors, they can't target. Faster than you Ships? Take out drives. We are going to have to up our game to compete.

If Sarah Jane Avery's AI updates drop as well, they will be harder to kill and more able to manuever and work against you. I am happy for more challenge when it comes to the NPC's. My Old Vulture was getting boring against single large targets. The wings were the issue, and I think this will make us work harder with a much great chance of dying.

If I was back in my Python, it has limited movement compared to most ships, and FA Off is a must, but also the Hull is going to be more important. Weapon choice will be less of a factor I think.

I look forward to the challenge, but no matter what what we do, we are going to have to adjust.

And I do miss my Python :(